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Financial educationNot publicly available

MoneyQuest

Practice money decisions before the stakes are real.

A low-stakes educational simulation that makes financial tradeoffs visible through choices and consequences.

MoneyQuest learning concept with quests and a paper portfolio
Concept interface · simulated money only
Built for

Learners who understand more by making decisions than by reading another definition.

Maturity

Not publicly available

Studio role

Product creator, operator, and development lead

01 / The operating problem

Financial education can stay abstract until a learner has to choose, observe a result, and understand what changed.

MoneyQuest uses guided, low-stakes simulation so learners can practice decisions without putting real money at risk.

02 / The product system

What the product direction brings together.

  1. 01

    Six age-smart worlds for ages 6 through 65+

  2. 02

    Eighteen games and thirty-six consequence-driven rounds

  3. 03

    $1,000 paper portfolio with sourced company research

  4. 04

    Leagues that reward judgment, not trading frequency

03 / Inside the product

Workflows, controls, and product decisions.

This is the documented product direction and available build evidence—not a generic category promise.

01

Age-smart learning worlds

Six paths span ages 6–9, 10–12, 13–17, 18–29, 30–49, and 50–65+, changing the decisions, language, and financial context rather than only reskinning one lesson.

02

Playable financial decisions

Eighteen games with thirty-six rounds reveal consequences and displaced tradeoffs. A six-chapter teen path includes the interactive Swipe Trap credit-card mission.

03

Paper portfolio

Learners receive a simulated $1,000, can practice fractional-share decisions, and must record an investment thesis and risk before a paper purchase.

04

Primary-source research

Company fundamentals come from the SEC Company Facts API, while curriculum links to FDIC, CFPB, FTC, Federal Student Aid, IRS, Investor.gov, NAIC, and NIA sources.

05

Judgment-based leagues

Private or age-banded competitions can run for one, two, three, or six months, with scores combining learning, research, risk habits, and performance—not trade frequency.

06

Youth safety posture

The youth MVP excludes direct messaging, behavioral advertising, margin, options, shorts, penny stocks, and crypto; server persistence remains gated on age-aware identity and guardian consent.

04 / Guided workflow

Follow the product through the work.

The screen above is an illustrative concept interface. This walkthrough explains the intended workflow and its decision boundary without claiming a working release.

MoneyQuest · Product workflow · Chapter 1

Learn inside a decision
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Enter the scenario

A short story gives the learner a goal, constraints, and limited resources.

Read the workflow transcript
  1. Enter the scenarioA short story gives the learner a goal, constraints, and limited resources.
  2. Make a choiceThe learner commits to a low-stakes simulated action.
  3. See the consequenceThe system reveals the tradeoff, including what the choice displaced.
  4. Explain the lessonReflection turns a score into reusable financial understanding.

05 / Next validation

A concept needs evidence before it becomes a product.

Prove that decision-based paper simulations help learners explain a tradeoff, not merely remember a definition.

Not publicly available · validation continues

06 / The boundary

Useful software should be clear about what it will not do.

MoneyQuest uses paper simulation only. It is not investing, financial advice, or a brokerage service.

Educational simulation only. Not financial advice.
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